일 | 월 | 화 | 수 | 목 | 금 | 토 |
---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 |
8 | 9 | 10 | 11 | 12 | 13 | 14 |
15 | 16 | 17 | 18 | 19 | 20 | 21 |
22 | 23 | 24 | 25 | 26 | 27 | 28 |
29 | 30 | 31 |
- html
- STS
- 웹 서비스
- C#
- SpringSource Tool Suite
- MSsql
- varags
- 컬럼명
- Maven
- Android
- Bootstrap
- 자바
- javascript
- jsp
- Apache Lucene
- WebView
- MANTIS
- 안드로이드
- 이클립스
- decompiler
- Redirect
- TextBox
- 자바스크립트
- 웹뷰
- Web Service
- scrollView
- Java
- Eclipse
- asp.net
- MS-SQL
- Today
- Total
bboks.net™
Design Patterns Documentation 본문
The documentation for a design pattern describes the context in which the pattern is used, the forces within the context that the pattern seeks to resolve, and the suggested solution.[16] There is no single, standard format for documenting design patterns. Rather, a variety of different formats have been used by different pattern authors. However, according to Martin Fowler certain pattern forms have become more well-known than others, and consequently become common starting points for new pattern writing efforts.[17] One example of a commonly used documentation format is the one used by Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides (collectively known as the "Gang of Four", or GoF for short) in their book Design Patterns. It contains the following sections:
- Pattern Name and Classification: A descriptive and unique name that helps in identifying and referring to the pattern.
- Intent: A description of the goal behind the pattern and the reason for using it.
- Also Known As: Other names for the pattern.
- Motivation (Forces): A scenario consisting of a problem and a context in which this pattern can be used.
- Applicability: Situations in which this pattern is usable; the context for the pattern.
- Structure: A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.
- Participants: A listing of the classes and objects used in the pattern and their roles in the design.
- Collaboration: A description of how classes and objects used in the pattern interact with each other.
- Consequences: A description of the results, side effects, and trade offs caused by using the pattern.
- Implementation: A description of an implementation of the pattern; the solution part of the pattern.
- Sample Code: An illustration of how the pattern can be used in a programming language
- Known Uses: Examples of real usages of the pattern.
- Related Patterns: Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
[출처] 위키피디아